The TRIBES-line has delivered time and again classic tribes of humanoids with new twists and the orcs of eternal zenith are no different - when a sun-priest enchanted a holy tome with suggestions to end the orc's eternal cycle of strife, he was captured, tortured and saw his plan come to fruition - in a terrible, twisted way. Today, the orcs of eternal zenith worship an unforgiving, all-consuming sun and those who adopted the new religion are not only trying to infiltrate the church, but have been cured of their light-blindness and seek to bring the sun's furnace to the world in an apocalyptic, all-consuming conflagration. The tribe features rogues, inquisitors and uses burning weapons (especially) chakrams as an homage to their deity.
The tribe utilizes two feats to set weapons ablaze and scorch their foes (which rock), 2 new racial traits and as their chief is an oracle, he gets a cool curse (cackling megalomania - the reason why villains explain their plans!), a new oracle mystery and 11 new revelations and a new final revelation, focused on the power of the sun. 2 of the 3 new spells are sinister and work well, too, although Phototheurgy could use a clearer wording or example - I'm still not sure whether I understood the spell in the way it was intended.

EDIT:The wording has been made clearer - no more problem!

To make matters worse for the puny humans, the orcs have a unique shield + chakram (with neat artworks) and have constructed a doomsday device via their salamander-ally that shifts the local climate and can lead to the elemental plane of fire. Have I mentioned that the device is fueled by fey?

With all this searing brightness, the former shaman of the orcs might make for an unlikely ally for the PCs and is thus included as well in the pdf alongside a female war-maiden of the tribe who might make for a new (albeit also evil) war-chief. All named NPCs get mannerisms, distinguishing features etc. in the best tradition of the TRIBES-line.

This pdf comes with a separate pdf that catalogues all the statblocks for use with the Raging Swan statblock library.

Conclusion:
Editing and formatting are top-notch, the glitches have been taken care of. Layout adheres to RSP's elegant two-column standard and features some neat b/w-artworks. The pdf comes with extensive bookmarks and a version optimized for use with e-readers. The Orcs of the Eternal Zenith are resplendent in every way - iconic, evil, unique, cool and most of all: Easy to use and yet different from your run-of-the-mill greenskin. I honestly didn't expect too much, but I can easily see a whole series of adventures or even a whole campaign revolving around taking these brutes down and leading them back to old, more chaotic and less apocalyptic ways.

EDIT: The typos have been corrected, wording on Phototheurgy has been clarifies as well - I upgrade my review to 5 stars and the Endzeitgeist seal of approval!

This product is 25 pages long. It starts with a cover, credits, ToC and Intro. (6 pages)

Orcs of the Eternal Zenith (9 pages)
It starts off with a history, ecology, lairs, religion, tactics, a tribal lore table, notable people with about a paragraph about them each. Information about a Sun God that is worshiped though in a perverted way. There is also a random encounter table to be used when near one of the lairs. There is two orc racial traits in this book, a new Oracle Curse – Megalomania which is pretty cool, along with 11 new revelations on the twisted Sun god worship though useable for others as well. Two new special feats just for those of this twisted religion. Three new sun based spells and four new magic items include one minor artifact and one cursed item.

Encounters (4 pages)
There is 8 full stat blocks and 5 mini encounters in this section.

Persona (3 pages)
Here is three key NPC's with short histories, goals etc, with full stat blocks for each of them.

It ends with a OGL and ads. (3 page)

Closing thoughts. The art work is black and white, it ranges from meh to ok. Editing and layout is ok. I noticed a few minor mistakes. This has a great history and twist to the tribe which can lead to some unexpected allies among the tribe. There new religion is very cool in the way it takes a good god of the sun and twists it's meanings to fit the evil orcs. It is chalked full of idea's on how to use this in a existing game. I would say easily this is the best of the series to date. So what's my rating? I am giving it a 4.5, take away the few editing errors and this could be a 5 star product.